11 research outputs found

    Handheld AR for Collaborative Edutainment

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    Handheld Augmented Reality (AR) is expected to provide ergonomic, intuitive user interfaces for untrained users. Yet no comparative study has evaluated these assumptions against more traditional user interfaces for an education task. In this paper we compare the suitability of a handheld AR arts-history learning game against more traditional variants. We present results from a user study that demonstrate not only the effectiveness of AR for untrained users but also its fun-factor and suitability in environments such as public museums. Based on these results we provide design guidelines that can inform the design of future collaborative handheld AR applications

    Presence and Communication in Hybrid Virtual and Augmented Reality Environments

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    The use of virtual reality (VR) and augmented reality (AR) in connected environments is rarely explored but may become a necessary channel of communication in the future. Such environments would allow multiple users to interact, engage, and share multi-dimensional data across devices and between the spectrum of realities. However, communication between the two realities within a hybrid environment is barely understood. We carried out an experiment with 52 participants in 26 pairs, within two environments of 3D cultural artifacts: 1) a Hybrid VR and AR environment (HVAR) and 2) a Shared VR environment (SVR). We explored the differences in perceived spatial presence, copresence, and social presence between the environments and between users. We demonstrated that greater presence is perceived in SVR when compared with HVAR, and greater spatial presence is perceived for VR users. Social presence is perceived greater for AR users, possibly because they have line of sight of their partners within HVAR. We found positive correlations between shared activity time and perceived social presence. While acquainted pairs reported significantly greater presence than unacquainted pairs in SVR, there were no significant differences in perceived presence between them in HVAR

    One Reality: Augmenting How the Physical World is Experienced by combining Multiple Mixed Reality Modalities

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    International audienceMost of our daily activities take place in the physical world, which inherently imposes physical constraints. In contrast, the digital world is very flexible, but usually isolated from its physical counterpart. To combine these two realms, many Mixed Reality (MR) techniques have been explored, at different levels in the continuum. In this work we present an integrated Mixed Reality ecosystem that allows users to incrementally transition from pure physical to pure virtual experiences in a unique reality. This system stands on a conceptual framework composed of 6 levels. This paper presents these levels as well as the related interaction techniques

    Multisensory instrumental dynamics as an emergent paradigm for digital musical creation

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    The nature of human/instrument interaction is a long-standing area of study, drawing interest from fields as diverse as philosophy, cognitive sciences, anthropology, human–computer-interaction, and artistic creation. In particular, the case of the interaction between performer and musical instrument provides an enticing framework for studying the instrumental dynamics that allow for embodiment, skill acquisition and virtuosity with (electro-)acoustical instruments, and questioning how such notions may be transferred into the realm of digital music technologies and virtual instruments. This paper offers a study of concepts and technologies allowing for instrumental dynamics with Digital Musical Instruments, through an analysis of haptic-audio creation centred on (a) theoretical and conceptual frameworks, (b) technological components—namely physical modelling techniques for the design of virtual mechanical systems and force-feedback technologies allowing mechanical coupling with them, and (c) a corpus of artistic works based on this approach. Through this retrospective, we argue that artistic works created in this field over the last 20 years—and those yet to come—may be of significant importance to the haptics community as new objects that question physicality, tangibility, and creativity from a fresh and rather singular angle. Following which, we discuss the convergence of efforts in this field, challenges still ahead, and the possible emergence of a new transdisciplinary community focused on multisensory digital art forms

    Multiple-view product representation and development using augmented reality technology

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    Ph.DDOCTOR OF PHILOSOPH

    A Survey of Augmented Reality

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    © 2015 M. Billinghurst, A. Clark, and G. Lee. This survey summarizes almost 50 years of research and development in the field of Augmented Reality (AR). From early research in the 1960's until widespread availability by the 2010's there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched

    AN EXPLORATORY STUDY TO INVESTIGATE THE USE OF AUGMENTED REALITY IN SUPPORTING COLLABORATIVE LEARNING PROCESSES

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    Collaborative learning mediated by technology was proven as one ofthe efficient learning approaches which benefit in both academic and soft skills. Despite advantages offered by technologies, some obstacles were also created e.g. problem in supporting interaction and communication, disregard of physical and sharing objects' roles. Augmented Reality (AR) offers a unique learning experience by combining the physical and virtual object. The benefits of rich media were enduring and the role of physical material is also considered. However, the literature reveals that there is no design guideline specifically intended for AR based collaborative learning. Hence, this research aims to study and proposed a conceptual framework to guide the development of collaborative AR in learning

    Proposition des modèles et de processus structurés pour le développement d’environnements collaboratifs synchrones : application aux réunions de revue de conception

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    Development of collaborative environment is a complex process. The complexity lies in the fact that collaborative environment development involves a lot of decision making. Several tradeoffs need to be made to satisfy current and future requirements from a potentially various set of user profiles. The handling of these complexities poses challenges for researcher, developers and companies. The knowledge required to make suitable design decisions and to rigorously evaluate those design decisions is usually broad, complex, and evolving. In Part-I of this thesis we investigate to formulate the general knowledge about: synchronous collaborative work which conceptualize the problem domain, synchronous collaborative environment which conceptualize the solution domain and synchronous collaborative environment evaluation which conceptualize the evaluation of whole or part of the proposed solution for the specified problem. This formulation has been done through literature study and leaded to the Concept Maps. The results generate three models: SyCoW (synchronous collaborative work), SyCoE (synchronous collaborative environment) and SyCoEE (synchronous collaborative environment evaluation). In Part-II of this thesis we proposed a process for selection/development of collaborative environment, where we demonstrate how SyCoW, SyCoE and SyCoEE support this process in different ways. Through the proposed process we present the development of new synchronous collaborative environment for design review meeting, named, MT-DT. MT-DT has been designed, developed and evaluated by the author in her PhD. MT-DT consist of a multi-touch table with specific 3D software application which support collaborative design review activities. The results of evaluation confirmed the usability of MT-DT and provide arguments for our choices which we made during development of MT-DT.Le développement d'un environnement collaboratif est un processus complexe. La complexité réside dans le fait que ce développement implique beaucoup de prise de décisions. De multiples compromis doivent être faits pour répondre aux exigences actuelles et futures d'utilisateurs aux profils variés. La prise en compte de cette complexité pose des problèmes aux chercheurs, développeurs et utilisateurs. Les informations et données requises pour prendre des décisions adéquates de conception et évaluer rigoureusement ces décisions sont nombreuses, parfois indéterminées et en constante évolution. Dans la partie-I de cette thèse, nous formulons les connaissances générales sur le travail collaboratif synchrone qui constituent l'état de l'art du domaine du problème. Nous pratiquons de même pour les environnements collaboratifs synchrones (domaine de la solution technique) et leur cette formulation s'appuie sur une étude de la littérature et conduit à la proposition de Schéma Conceptuel (Concept Maps). Nous en déduisons trois modèles: SyCoW (travail collaboratif synchrone), SyCoE (environnement collaboratif synchrone) et SyCoEE (évaluation environnement collaboratif synchrone). Dans la partie II de cette thèse, nous proposons un processus pour la sélection / développement d'un environnement collaboratif, où nous démontrons comment les modèles SyCoW, SyCoE et SyCoEE structurent ce processus. Grâce à la mise en œuvre de la démarche proposée, nous présentons le développement d'un nouvel environnement collaboratif synchrone pour une réunion de revue de conception nommé MT-DT. MT-DT a été conçu, développé et évalué par l'auteur dans sa thèse de doctorat. MT-DT est une application logicielle 3D spécifique à une table multi-touche qui assiste les activités de revue de conception collaborative. Les résultats de l'évaluation ont confirmé la convivialité de MT-DT et fournissent des éléments de validation des choix que nous avons faits au cours du développement de MT-DT
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